]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/monsters/lib/monsters.qc
c335d800441ca68118922dff842b85f6c03642c6
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
6         {
7                 Item_Touch();
8                 self.think = SUB_Remove;
9                 self.nextthink = time + 0.1;
10         }
11 }
12
13 void monster_item_spawn()
14 {
15         self.monster_delayedattack();
16                 
17         self.think = monster_item_spawn;
18         self.nextthink = time + 0.1;
19         self.gravity = 1;
20         self.velocity = randomvec() * 175 + '0 0 325';
21         self.touch = M_Item_Touch;
22         
23         SUB_SetFade(self, time + 5, 1);
24 }
25
26 void Monster_DropItem (string itype, string itemsize)
27 {
28         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
29         entity e = spawn();
30         
31         setorigin(e, org);
32         
33         switch(itype)
34         {
35                 case "armor":
36                 {
37                         switch(itemsize)
38                         {
39                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
43                                 default: break;
44                         }
45                         break; // break here?
46                 }
47                 case "health":
48                 {
49                         switch(itemsize)
50                         {
51                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
52                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
53                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
54                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
55                                 default: break;
56                         }
57                         break; // break here?
58                 }
59                 case "ammo":
60                 {
61                         switch(itemsize)
62                         {
63                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
64                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
65                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
66                                 case "bullets":
67                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
68                                 default: break;
69                         }
70                         break;
71                 }
72                 default: break;
73         }
74         
75         if(g_minstagib)
76                 e.monster_delayedattack = spawnfunc_item_minst_cells;
77                 
78         e.think = monster_item_spawn;
79         e.nextthink = time + 0.1;
80 }
81
82 void monsters_setframe(float _frame)
83 {
84         if(self.frame == _frame)
85                 return;
86                 
87         self.anim_start_time = time;
88         self.frame = _frame;
89         self.SendFlags |= MSF_ANIM;
90 }
91
92 float monster_isvalidtarget (entity targ, entity ent)
93 {
94         if(!targ || !ent)
95                 return FALSE; // this check should fix a crash
96                 
97         if(time < game_starttime)
98                 return FALSE; // monsters do nothing before the match has started
99                 
100         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
101         
102         if(vlen(targ.origin - ent.origin) >= ent.target_range)
103                 return FALSE; // enemy is too far away
104                 
105         if not(targ.vehicle_flags & VHF_ISVEHICLE)
106         if(trace_ent != targ)
107                 return FALSE; // we can't see the enemy
108                 
109         if(targ.takedamage == DAMAGE_NO)
110                 return FALSE; // enemy can't be damaged
111                 
112         if(targ.items & IT_INVISIBILITY)
113                 return FALSE; // enemy is invisible
114         
115         if(IS_SPEC(targ) || IS_OBSERVER(targ))
116                 return FALSE; // enemy is a spectator
117         
118         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
119         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
120                 return FALSE; // enemy/self is dead
121         
122         if(targ.monster_owner == ent || ent.monster_owner == targ)
123                 return FALSE; // enemy owns us, or we own them
124         
125         if not(targ.vehicle_flags & VHF_ISVEHICLE)
126         if(targ.flags & FL_NOTARGET)
127                 return FALSE; // enemy can't be targetted
128         
129         if not(autocvar_g_monsters_typefrag)
130         if(targ.BUTTON_CHAT)
131                 return FALSE; // no typefragging!
132         
133         if not(IsDifferentTeam(targ, ent))
134                 return FALSE; // enemy is on our team
135         
136         return TRUE;
137 }
138
139 entity FindTarget (entity ent) 
140 {
141         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
142         entity e;
143         
144         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
145         if(monster_isvalidtarget(e, ent))
146                 return e;
147
148         return world;
149 }
150
151 void MonsterTouch ()
152 {
153         if(other == world)
154                 return;
155                 
156         if(self.enemy != other)
157         if not(other.flags & FL_MONSTER)
158         if(monster_isvalidtarget(other, self))
159                 self.enemy = other;
160 }
161
162 void monster_sound(string msound, float sound_delay, float delaytoo)
163 {
164         if(delaytoo && time < self.msound_delay)
165                 return; // too early
166                 
167         if(msound == "")
168                 return; // sound doesn't exist
169
170         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
171
172         self.msound_delay = time + sound_delay;
173 }
174
175 void monster_precachesounds(entity e)
176 {
177         precache_sound(e.msound_idle);
178         precache_sound(e.msound_death);
179         precache_sound(e.msound_attack_melee);
180         precache_sound(e.msound_attack_ranged);
181         precache_sound(e.msound_sight);
182         precache_sound(e.msound_pain);
183 }
184
185 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
186 {
187         float bigdmg, dot, rdmg = damg * random();
188
189         if (self.health <= 0)
190                 return;
191         if (targ == world)
192                 return;
193                 
194         if(dostop)
195         {
196                 self.velocity_x = 0;
197                 self.velocity_y = 0;
198                 self.state = MONSTER_STATE_ATTACK_MELEE;
199                 self.SendFlags |= MSF_MOVE;
200         }
201
202         makevectors (self.angles);
203         dot = normalize (targ.origin - self.origin) * v_forward;
204         
205         bigdmg = rdmg * self.scale;
206         
207         if(dot > er)
208                 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
209 }
210
211 void Monster_CheckDropCvars (string mon)
212 {
213         if not(self.candrop)
214                 return; // forced off
215         
216         string dropitem;
217         string dropsize;
218         
219         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
220         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
221         
222         monster_dropitem = dropitem;
223         monster_dropsize = dropsize;
224         MUTATOR_CALLHOOK(MonsterDropItem);
225         dropitem = monster_dropitem;
226         dropsize = monster_dropsize;
227         
228         if(autocvar_g_monsters_forcedrop)
229                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
230         else if(dropitem != "")
231                 Monster_DropItem(dropitem, dropsize);      
232         else
233                 Monster_DropItem("armor", "medium");
234 }
235
236 void ScaleMonster (float scle, vector min_s, vector max_s)
237 {
238         // this should prevent monster from falling through floor when scale changes
239         self.scale = scle;
240         setsize(self, min_s * scle, max_s * scle);
241         setorigin(self, self.origin + ('0 0 30' * scle));
242         self.SendFlags |= MSF_SIZE | MSF_MOVE;
243 }
244
245 void Monster_CheckMinibossFlag ()
246 {
247         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
248                 return;
249                 
250         if(self.spawnflags & MONSTERFLAG_GIANT)
251                 return; // 1 size modifier at a time
252                 
253         float r = random() * 4, chance = random() * 100;
254
255         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
256         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
257         {
258                 self.health += autocvar_g_monsters_miniboss_healthboost;
259                 ScaleMonster(1.5, self.mins, self.maxs);
260                 self.flags |= MONSTERFLAG_MINIBOSS;
261                 if not(self.weapon)
262                         self.weapon = WEP_NEX;
263                 
264                 if (r < 2 || self.team == NUM_TEAM_2)
265                 {
266                         self.strength_finished = -1;  
267                         self.effects |= (EF_FULLBRIGHT | EF_BLUE);
268                 }
269                 else if (r >= 1 || self.team == NUM_TEAM_1)
270                 {
271                         self.invincible_finished = -1;
272                         self.effects |= (EF_FULLBRIGHT | EF_RED);
273                 }
274                 else
275                         self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
276                 
277                 if not(self.team)
278                         self.colormod = randomvec();
279         }
280 }
281
282 float Monster_CanRespawn(entity ent)
283 {
284         other = ent;
285         if(MUTATOR_CALLHOOK(MonsterRespawn))
286                 return TRUE; // enabled by a mutator
287                 
288         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
289                 return FALSE;
290                 
291         if not(autocvar_g_monsters_respawn)
292                 return FALSE;
293                 
294         return TRUE;
295 }
296
297 void Monster_Fade ()
298 {
299         if(Monster_CanRespawn(self))
300         {
301                 self.monster_respawned = TRUE;
302                 self.netname = ""; // needed to fix sprite (TODO: fix!)
303                 self.think = self.monster_spawnfunc;
304                 self.nextthink = time + self.respawntime;
305                 if(self.respawnflags & MONSTER_RESPAWN_DEATHPOINT)
306                 {
307                         self.pos1 = self.origin;
308                         self.pos2 = self.angles;
309                 }
310                 setorigin(self, self.pos1);
311                 self.angles = self.pos2;
312                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
313                 return;
314         }
315         self.think = SUB_Remove;
316         self.nextthink = time + 4;
317         SUB_SetFade(self, time + 3, 1);
318 }
319
320 float Monster_CanJump (vector vel)
321 {
322         if(self.state)
323                 return FALSE; // already attacking
324         if not(self.flags & FL_ONGROUND)
325                 return FALSE; // not on the ground
326         if(self.health <= 0)
327                 return FALSE; // called when dead?
328         if(time < self.attack_finished_single)
329                 return FALSE; // still attacking
330
331         vector old = self.velocity;
332         
333         self.velocity = vel;
334         tracetoss(self, self);
335         self.velocity = old;
336         if (trace_ent != self.enemy)
337                 return FALSE;
338
339         return TRUE;
340 }
341
342 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
343 {
344         if(!Monster_CanJump(vel))
345                 return FALSE;
346                 
347         monsters_setframe(anm);
348         self.state = MONSTER_STATE_ATTACK_LEAP;
349         self.touch = touchfunc;
350         self.origin_z += 1;
351         self.velocity = vel;
352         self.flags &~= FL_ONGROUND;
353                 
354         self.attack_finished_single = time + anim_finished;
355         
356         return TRUE;
357 }
358
359 float GenericCheckAttack ()
360 {
361         // checking attack while dead?
362         if (self.health <= 0 || self.enemy == world)
363                 return FALSE;
364                 
365         if(self.monster_delayedattack && self.delay != -1)
366         {
367                 if(time < self.delay)
368                         return FALSE;
369                         
370                 self.monster_delayedattack();
371         }
372         
373         if (time < self.attack_finished_single)
374                 return FALSE;
375                 
376         if(self.attack_melee)
377         if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
378         {
379                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
380                 self.attack_melee(); // don't wait for nextthink - too slow
381                 return TRUE;
382         }
383         
384         // monster doesn't have a ranged attack function, so stop here
385         if not(self.attack_ranged)
386                 return FALSE;
387
388         // see if any entities are in the way of the shot
389         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
390                 return FALSE;
391
392         if(self.attack_ranged())
393         {
394                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
395                 return TRUE;
396         }
397
398         return FALSE;
399 }
400
401 void monster_use ()
402 {
403         if (self.enemy)
404                 return;
405         if (self.health <= 0)
406                 return;
407
408         if(!monster_isvalidtarget(activator, self))
409                 return;
410
411         self.enemy = activator;
412 }
413
414 float trace_path(vector from, vector to)
415 {
416         vector dir = normalize(to - from) * 15, offset = '0 0 0';
417         float trace1 = trace_fraction;
418         
419         offset_x = dir_y;
420         offset_y = -dir_x;
421         traceline (from+offset, to+offset, TRUE, self);
422         
423         traceline(from-offset, to-offset, TRUE, self);
424                 
425         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
426 }
427
428 .float last_trace;
429 vector monster_pickmovetarget(entity targ)
430 {
431         // enemy is always preferred target
432         if(self.enemy)
433         {
434                 self.monster_movestate = MONSTER_MOVE_ENEMY;
435                 self.last_trace = time + 0.1;
436                 return self.enemy.origin;
437         }
438         if(targ)
439         {
440                 self.monster_movestate = MONSTER_MOVE_WANDER;
441                 self.last_trace = time + 0.5;
442                 return targ.origin;
443         }
444         
445         switch(self.monster_moveflags)
446         {
447                 case MONSTER_MOVE_OWNER:
448                 {
449                         self.monster_movestate = MONSTER_MOVE_OWNER;
450                         self.last_trace = time + 0.3;
451                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
452                                 return self.monster_owner.origin;
453                 }
454                 case MONSTER_MOVE_WANDER:
455                 {
456                         self.monster_movestate = MONSTER_MOVE_WANDER;
457                         self.last_trace = time + 2;
458                                 
459                         self.angles_y = random() * 500;
460                         makevectors(self.angles);
461                         return self.origin + v_forward * 600;
462                 }
463                 case MONSTER_MOVE_SPAWNLOC:
464                 {
465                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
466                         self.last_trace = time + 2;
467                         return self.pos1;
468                 }
469                 default:
470                 case MONSTER_MOVE_NOMOVE:
471                 {
472                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
473                         self.last_trace = time + 2;
474                         return self.origin;
475                 }
476         }
477 }
478
479 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
480 {
481         if(self.target)
482                 self.goalentity = find(world, targetname, self.target);
483                 
484         entity targ;
485
486         if(self.frozen)
487         {
488                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
489                 self.health = max(1, self.max_health * self.revive_progress);
490                 
491                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
492                         
493                 movelib_beak_simple(stopspeed);
494                         
495                 self.velocity = '0 0 0';
496                 self.enemy = world;
497                 self.nextthink = time + 0.1;
498                 
499                 if(self.revive_progress >= 1)
500                         Unfreeze(self); // wait for next think before attacking
501                         
502                 return; // no moving while frozen
503         }
504         
505         if(self.flags & FL_SWIM)
506         {
507                 if(self.waterlevel < WATERLEVEL_WETFEET)
508                 {
509                         if(time >= self.last_trace)
510                         {
511                                 self.last_trace = time + 0.4;
512                                 self.angles = '0 0 -90';
513                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
514                                 if(random() < 0.5)
515                                 {
516                                         self.velocity_y += random() * 50;
517                                         self.velocity_x -= random() * 50;
518                                 }
519                                 else
520                                 {
521                                         self.velocity_y -= random() * 50;
522                                         self.velocity_x += random() * 50;
523                                 }
524                                 //self.velocity_z += random() * 150;
525                                 self.movetype = MOVETYPE_BOUNCE;
526                                 self.velocity_z = -200;
527                         }
528                         return;
529                 }
530                 else
531                 {
532                         self.angles = '0 0 0';
533                         self.movetype = MOVETYPE_WALK;
534                 }
535         }
536         
537         if(gameover || time < game_starttime)
538         {
539                 runspeed = walkspeed = 0;
540                 monsters_setframe(manim_idle);
541                 movelib_beak_simple(stopspeed);
542                 return;
543         }
544         
545         targ = self.goalentity;
546         
547         monster_target = targ;
548         monster_speed_run = runspeed;
549         monster_speed_walk = walkspeed;
550         MUTATOR_CALLHOOK(MonsterMove);
551         targ = monster_target;
552         runspeed = monster_speed_run;
553         walkspeed = monster_speed_walk;
554                 
555         if(IsDifferentTeam(self.monster_owner, self))
556                 self.monster_owner = world;
557                 
558         if not(monster_isvalidtarget(self.enemy, self))
559                 self.enemy = world; // check enemy each think frame?
560                 
561         if not(self.enemy)
562         {
563                 self.enemy = FindTarget(self);
564                 if(self.enemy)
565                         monster_sound(self.msound_sight, 0, FALSE);
566         }
567         
568         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
569                 self.state = 0;
570                 
571         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
572         if(time >= self.last_trace || self.enemy) // update enemy instantly
573                 self.moveto = monster_pickmovetarget(targ);
574
575         if not(self.enemy)
576                 monster_sound(self.msound_idle, 5, TRUE);
577         
578         vector angles_face = vectoangles(self.moveto - self.origin);
579         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
580         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
581         
582         if(self.state != MONSTER_STATE_ATTACK_LEAP)
583         {
584                 self.angles_y = angles_face_y;
585                 self.v_angle = self.angles;
586         }
587         
588         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
589         {
590                 self.state = 0;
591                 self.touch = MonsterTouch;
592         }
593          
594         v_forward = normalize(self.moveto - self.origin);
595         
596         float l = vlen(self.moveto - self.origin);
597         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
598         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
599         
600         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
601         if(self.flags & FL_ONGROUND)
602                 movelib_jump_simple(100);
603
604         if(vlen(self.origin - self.moveto) > 64 * self.scale)
605         {
606                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
607                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
608                 else
609                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
610                 if(time > self.pain_finished)
611                 if(time > self.attack_finished_single)
612                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
613         }
614         else
615         {
616                 movelib_beak_simple(stopspeed);
617                 if(time > self.attack_finished_single)
618                 if(time > self.pain_finished)
619                 if (vlen(self.velocity) <= 30)
620                 {
621                         monsters_setframe(manim_idle);
622                         if(self.enemy)
623                                 self.angles_y = enemy_face_y;
624                         else
625                                 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
626                 }
627         }
628                 
629         if(self.enemy && self.checkattack)
630                 self.checkattack();
631                 
632         self.SendFlags |= MSF_ANG;
633         if(vlen(self.velocity) > 0)
634                 self.SendFlags |= MSF_MOVE;
635 }
636
637 void monsters_setstatus()
638 {
639         self.stat_monsters_total = monsters_total;
640         self.stat_monsters_killed = monsters_killed;
641 }
642
643 void Monster_Appear()
644 {
645         self.enemy = activator;
646         self.spawnflags &~= MONSTERFLAG_APPEAR;
647         self.monster_spawnfunc();
648 }
649
650 float Monster_CheckAppearFlags(entity ent)
651 {
652         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
653                 return FALSE;
654         
655         ent.think = func_null;
656         ent.nextthink = -1;
657         ent.use = Monster_Appear;
658         ent.flags = FL_MONSTER; // set so this monster can get butchered
659         
660         return TRUE;
661 }
662
663 void monsters_reset()
664 {
665         setorigin(self, self.pos1);
666         self.angles = self.pos2;
667         
668         self.health = self.max_health;
669         self.velocity = '0 0 0';
670         self.enemy = world;
671         self.goalentity = world;
672         self.attack_finished_single = 0;
673         self.moveto = self.origin;
674         
675         WaypointSprite_UpdateHealth(self.sprite, self.health);
676 }
677
678 float monster_send(entity to, float sf)
679 {
680         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
681         WriteByte(MSG_ENTITY, sf);
682         if(sf & MSF_SETUP)
683         {
684             WriteByte(MSG_ENTITY, self.monsterid);
685             
686             WriteCoord(MSG_ENTITY, self.origin_x);
687             WriteCoord(MSG_ENTITY, self.origin_y);
688             WriteCoord(MSG_ENTITY, self.origin_z);
689             
690             WriteAngle(MSG_ENTITY, self.angles_x);
691             WriteAngle(MSG_ENTITY, self.angles_y);
692                 
693                 WriteByte(MSG_ENTITY, self.scale);
694                 WriteByte(MSG_ENTITY, self.skin);
695     }
696         
697         if(sf & MSF_SIZE)
698         {
699                 WriteByte(MSG_ENTITY, self.scale);
700                 
701                 WriteCoord(MSG_ENTITY, self.mins_x);
702             WriteCoord(MSG_ENTITY, self.mins_y);
703             WriteCoord(MSG_ENTITY, self.mins_z);
704                 
705                 WriteCoord(MSG_ENTITY, self.maxs_x);
706             WriteCoord(MSG_ENTITY, self.maxs_y);
707             WriteCoord(MSG_ENTITY, self.maxs_z);
708         }
709     
710     if(sf & MSF_ANG)
711     {
712         WriteShort(MSG_ENTITY, rint(self.angles_x));
713         WriteShort(MSG_ENTITY, rint(self.angles_y));
714     }
715     
716     if(sf & MSF_MOVE)
717     {
718         WriteShort(MSG_ENTITY, rint(self.origin_x));
719         WriteShort(MSG_ENTITY, rint(self.origin_y));
720         WriteShort(MSG_ENTITY, rint(self.origin_z));
721
722         WriteShort(MSG_ENTITY, rint(self.velocity_x));
723         WriteShort(MSG_ENTITY, rint(self.velocity_y));
724         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
725         
726         WriteShort(MSG_ENTITY, rint(self.angles_y));        
727     }
728     
729     if(sf & MSF_ANIM)
730     {
731         WriteCoord(MSG_ENTITY, self.anim_start_time);
732         WriteByte(MSG_ENTITY, self.frame);
733     }
734     
735     if(sf & MSF_STATUS)
736     {
737         WriteByte(MSG_ENTITY, self.team);
738         
739         if(self.health <= 0)
740             WriteByte(MSG_ENTITY, 0);
741         else
742             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
743     }
744     
745         return TRUE;
746 }
747
748 void monster_link(void() spawnproc)
749 {
750     Net_LinkEntity(self, TRUE, 0, monster_send);
751     self.think      = spawnproc;
752     self.nextthink  = time;
753 }
754
755 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
756 {
757         self.health -= damage;
758                 
759         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
760                 
761         if(self.health <= -100) // 100 health until gone?
762         {
763                 Violence_GibSplash(self, 1, 0.5, attacker);
764                 
765                 self.think = SUB_Remove;
766                 self.nextthink = time + 0.1;
767         }
768 }
769
770 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
771 {
772         if(self.frozen && deathtype != DEATH_KILL)
773                 return;
774                 
775         if(time < self.pain_finished && deathtype != DEATH_KILL)
776                 return;
777                 
778         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
779         if(monster_isvalidtarget(attacker, self))
780                 self.enemy = attacker;
781                 
782         if(deathtype != DEATH_KILL)
783                 damage *= self.armorvalue;
784                 
785         self.health -= damage;
786         
787         if(self.sprite)
788                 WaypointSprite_UpdateHealth(self.sprite, self.health);
789                 
790         self.dmg_time = time;
791
792         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
793                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
794         
795         self.velocity += force * self.damageforcescale;
796                 
797         if(deathtype != DEATH_DROWN)
798         {
799                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
800                 if (damage > 50)
801                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
802                 if (damage > 100)
803                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
804         }
805                 
806         if(self.health <= 0)
807         {        
808                 if(self.sprite)
809                 {
810                         // Update one more time to avoid waypoint fading without emptying healthbar
811                         WaypointSprite_UpdateHealth(self.sprite, 0);
812                 }
813                 
814                 if(deathtype == DEATH_KILL)
815                         self.candrop = FALSE; // killed by mobkill command
816                         
817                 activator = attacker;
818                 other = self.enemy;
819                 self.target = self.target2;
820                 self.target2 = "";
821                 SUB_UseTargets();
822         
823                 self.monster_die();
824                 
825                 frag_attacker = attacker;
826                 frag_target = self;
827                 MUTATOR_CALLHOOK(MonsterDies);
828                 
829                 if(self.health <= -100) // check if we're already gibbed
830                 {
831                         Violence_GibSplash(self, 1, 0.5, attacker);
832                 
833                         self.think = SUB_Remove;
834                         self.nextthink = time + 0.1;
835                 }
836         }
837         
838         self.SendFlags |= MSF_STATUS;
839 }
840
841 // used to hook into monster post death functions without a mutator
842 void monster_hook_death()
843 {
844         WaypointSprite_Kill(self.sprite);
845                 
846         if(self.weaponentity)
847         {
848                 remove(self.weaponentity);
849                 self.weaponentity = world;
850         }
851                 
852         monster_sound(self.msound_death, 0, FALSE);
853                 
854         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
855                 monsters_killed += 1;
856                 
857         if(self.candrop && self.weapon)
858                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
859                 
860         if(IS_CLIENT(self.realowner))
861                 self.realowner.monstercount -= 1;
862                 
863         self.event_damage       = monsters_corpse_damage;
864         self.solid                      = SOLID_CORPSE;
865         self.takedamage         = DAMAGE_AIM;
866         self.enemy                      = world;
867         self.movetype           = MOVETYPE_TOSS;
868                 
869         totalspawned -= 1;
870 }
871
872 // used to hook into monster post spawn functions without a mutator
873 void monster_hook_spawn()
874 {
875         if not(self.monster_respawned)
876                 Monster_CheckMinibossFlag();
877
878         self.max_health = self.health;
879         self.pain_finished = self.nextthink;
880         self.anim_start_time = time;
881
882         monster_precachesounds(self);
883         
884         if(self.team)
885         {
886                 //self.colormod = Team_ColorRGB(self.team);
887                 //self.glowmod = self.colormod;
888                 self.colormap = 1024 + (self.team - 1) * 17;
889                 self.colormod = '1 1 1';
890                 self.glowmod = Team_ColorRGB(self.team);
891                 self.monster_attack = TRUE;
892         }
893         else
894                 self.colormod = self.glowmod = '1 1 1';
895         
896         // TODO: fix this...
897         if (self.target)
898         {
899                 self.target2 = self.target;
900                 self.goalentity = find(world, targetname, self.target);
901         }
902         
903         self.sprite_height *= self.scale; // do this after setting the monster's scale
904                 
905         if(autocvar_g_monsters_healthbars)
906         {
907                 WaypointSprite_Spawn(self.message, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
908                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
909                 WaypointSprite_UpdateHealth(self.sprite, self.health);
910         }
911         
912         self.message = self.oldmessage;
913         
914         monster_sound(self.msound_spawn, 0, FALSE);
915
916         MUTATOR_CALLHOOK(MonsterSpawn);
917         
918         self.SendFlags = MSF_SETUP;
919 }
920
921 float monster_initialize(string  net_name, float mon_id,
922                                                  string  bodymodel,
923                                                  vector  min_s,
924                                                  vector  max_s,
925                                                  float   nodrop,
926                                                  void() dieproc,
927                                                  void() spawnproc)
928 {
929         if not(autocvar_g_monsters)
930                 return FALSE;
931                 
932         // support for quake style removing monsters based on skill
933         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
934         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
935         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
936         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
937         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
938
939         if(self.model == "" || self.model == "null")
940         if(bodymodel == "")
941                 error("monsters: missing bodymodel!");
942
943         if(self.netname == "")
944         {
945                 if(net_name != "" && IS_PLAYER(self.realowner))
946                         net_name = strzone(sprintf("%s^7's %s", self.realowner.netname, net_name));
947                 self.netname = ((net_name == "") ? self.classname : net_name);
948                 self.oldmessage = self.message;
949                 self.message = strzone(strdecolorize(self.netname));
950         }
951         
952         if(autocvar_g_monsters_giants_only)
953                 self.spawnflags |= MONSTERFLAG_GIANT;
954         
955         if not(self.scale)
956                 self.scale = 1;
957                 
958         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
959                 self.scale = 5;
960         
961         
962         if(self.team && !teamplay)
963                 self.team = 0;
964
965         self.flags = FL_MONSTER;
966         
967         if(self.model && self.model != "null")
968                 bodymodel = self.model; // TODO: find out why monsters can become invisible
969                 
970         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
971         if not(self.monster_respawned)
972                 monsters_total += 1;
973         
974         precache_model(bodymodel);
975
976         setmodel(self, bodymodel);
977         ScaleMonster(self.scale, min_s, max_s);
978
979         self.takedamage                 = DAMAGE_AIM;
980         self.bot_attack                 = TRUE;
981         self.iscreature                 = TRUE;
982         self.teleportable               = TRUE;
983         self.damagedbycontents  = TRUE;
984         self.monsterid                  = mon_id;
985         self.damageforcescale   = 0.003;
986         self.monster_die                = dieproc;
987         self.event_damage               = monsters_damage;
988         self.touch                              = MonsterTouch;
989         self.use                                = monster_use;
990         self.solid                              = SOLID_BBOX;
991         self.movetype                   = MOVETYPE_WALK;
992         self.delay                              = -1; // used in attack delay code
993         monsters_spawned           += 1;
994         self.enemy                              = world;
995         self.velocity                   = '0 0 0';
996         self.moveto                             = self.origin;
997         self.pos2                               = self.angles;
998         self.reset                              = monsters_reset;
999         self.candrop                    = TRUE;
1000         self.view_ofs                   = '0 0 1' * self.maxs_z;
1001         
1002         if not(self.ticrate)
1003                 self.ticrate = 0.05;
1004         
1005         if not(self.armorvalue)
1006                 self.armorvalue = 1; // multiplier
1007         
1008         if not(self.target_range)
1009                 self.target_range = autocvar_g_monsters_target_range;
1010         
1011         if not(self.respawntime)
1012                 self.respawntime = autocvar_g_monsters_respawn_delay;
1013         
1014         if not(self.monster_moveflags)
1015                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1016
1017         if(autocvar_g_nodepthtestplayers)
1018                 self.effects |= EF_NODEPTHTEST;
1019
1020         if(autocvar_g_fullbrightplayers)
1021                 self.effects |= EF_FULLBRIGHT;
1022
1023         if not(nodrop)
1024         {
1025                 setorigin(self, self.origin);
1026                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1027                 setorigin(self, trace_endpos);
1028         }
1029         
1030         self.pos1 = self.origin;
1031         
1032         monster_link(spawnproc);
1033
1034         return TRUE;
1035 }